Run away! Run away! Morale for monsters/creatures

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
Sir Ironside
Lore Drake
Posts: 1595
Joined: Sat May 02, 2009 7:00 am

Run away! Run away! Morale for monsters/creatures

Post by Sir Ironside »

There are certain things in gaming that often go overlooked for some reason or another. Charisma has been a dump stat for decades (Though I do like the OD&D take on it as it has a real, long-term in-game result for building your castle etc.), encumbrance is rarely used as RAW etc. My question is about morale with monsters. This really applies to humanoid type creatures but can be applied to other monsters.

Lets say you run across 20 Orcs and engage in battle with them. Now most encounters are a battle to the death. But, in some cases I would think that even the creatures engaged would retreat once the tide has turned against them. Why is it not possible for those 20 Orcs decide enough is enough after seeing 15 or their comrades bite the dirt?

I personally, as a GM, would make this disengagement possible but would have it follow under a Charisma check to see if they would stick around to fight to the death. (Some situations would make the creature fight to the death, such as protecting an important talisman or the like. Or, defending a village from plunder.) Otherwise if there is really is nothing to fight for why wouldn't a creature say, "Fuck-it, I'm not going to die like this."

Now if the Orcs have a leader (Shaman etc.) it would be easy to make a Charisma check based on the leader. (Though the leader might sound the fall-back strategy, on his own.)

What would one do if it was a leaderless horde. Would the creatures make a disjointed escape, or a more organized retreat?

Either way the GM could apply rules for disengagement as they see fit.

Personally, I'd award XP, to the group equal to killing the creatures as running away and fight another day should be treated the same way as the result is pretty much the same. (Getting rid of a threat.) This not only encourages players to step back and maybe think that letting them go is the wisest thing rather than pursue them. Plus it creates a plot hook that a GM could use later on.

Thoughts?
"Paranoia is just another word for ignorance." - Hunter S. Thompson

User avatar
Arduin
Greater Lore Drake
Posts: 4045
Joined: Tue Sep 27, 2011 6:12 pm
Location: Granite quarry

Re: Run away! Run away! Moral for monsters/creatures

Post by Arduin »

I apply logic (from the view point of the Orcs in this case) to the situation. They'd probably break and run disorganized unless well trained, disciplined and under a strong leader. Think of a military platoon under similar circumstances.
Old age and treachery will overcome youth and skill

House Rules

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Re: Run away! Run away! Moral for monsters/creatures

Post by Lord Dynel »

I agree, Iron. I miss morale mechanics. One thing that I really liked about the early editions of D&D. Apparently creatures got fearless in the later editions.

I've adopted the 2e AD&D surprise rules. I'm sure it would be easy to do the same with the morale ratings.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: Run away! Run away! Moral for monsters/creatures

Post by serleran »

I submitted this for the CKG... seems it may not have made it. Maybe it did. I don't remember. Anyway, in case....

Morale –When All Else Fails: Run!
For the Castles and Crusades game by Troll Lord Games
by Robert Doyel

Combat, by its nature, is unpredictable. The foolish and fearless actively seek to embrace the random chaos of
battle. Intelligent creatures, generally, know when to cut and run, sparing their own life. However, some will continue to fight
to the bitter end, sacrificing to save others. That is what morale, in its basic sense, is. In game terms, morale serves to function
as a means to ease Castle Keeper duties, allowing for massive fights to denigrate to a simpler one, but also to involve a
stronger hint of realism. These rules are not intended to be used unequivocally, but altered and practiced judiciously, with the
greater theme and flavor of the game retained.

Morale is an added statistic to all monsters, and it represents a breaking point, at which the creature will generally
retreat, surrender, or otherwise end combat for itself. It bears a resemblance to Spell Resistance or Armor Class, in that it is a
static number, and a d20 is used to resolve it; also, like Spell Resistance, a creature’s Hit Dice are not used to modify the
morale check, however, other circumstances are, which are detailed below. In general, creatures known or described as
fearless or enjoying combat will not retreat unless severe situations arise, and those which are more civil will often retreat
when great danger is posed.

A check for morale is made under specific circumstance, as noted below, and is often checked per creature, though
a Castle Keeper can roll for small groups as desired. A morale check is successful when the d20 result, with associated
penalties, is greater than the listed value for morale. In such cases, the creature continues to fight and act in combat as normal.
A failed morale check results in retreat or surrender.

The following conditions require a morale check. They are not cumulative, though a penalty of -1 is applied for
each. For example, if a group of goblins are encountered and seven of them are slain in the first round, including the goblin
leader, and another is struck for half its hit points, then three cases have been met (one for the number of slain goblins, one for
the leader’s death, and the final for damage taken), resulting in a -3 penalty to the morale check. Note: These rules are not
intended to be used by a party of player characters, as their actions should be determined by the decisions of those playing.

Ø Creature struck for more than half its Hit Points in a single round
Ø Leader of monster encounter is slain, captured, or rendered ineffective
Ø Opposition possesses more powerful magic
Ø Creatures outnumbered by opposition
Ø Opponent unharmed after being attacked or is obviously superior

The following are modifiers to the morale check, and they are cumulative:

Ø Per enemy slain in battle (+1)
Ø Outnumbering the enemy by 2:1 or more (+3)
Ø Possessing more powerful magic than opponent (+3)
Ø Suffering no damage or loss in previous combat round (+5)
Ø Slaying, capturing, or rendering of enemy leader ineffectual (+5)
Ø Defending lair or offspring (+10)
Ø Per failed morale check by an ally (-1)
Ø Per ally slain in a single round (-2)

Morale for creatures described in Monsters and Treasures
Aboleth – 6
Achaierai – 5
Allip – N/A
Ankheg – 7
Ant, Giant – N/A
Ape, Great – 18 (14 bull)
Arrowhawk – 6 / 3 / 2
Assassin Vine – N/A
Baboon – 11
Banshee – N/A
Barghest – 8 - 2
Basilisk – 14
Bear, Black – 19 or 17 (rearing)
Bear, Brown (Grizzly) – 7
Bear, Cave – 4
Behir – 4
Belker – 10
Bird of Prey – 17 / 14
Blink Dog – 12 or 4 (vs. evil)
Boar, Wild (Razorback) – 12
Bodak – N/A
Bugbear – 10 or 8 (in lair)
Bulette– 9
Cat – 17 or 15 (rearing)
Centaur – 14 or 10 (defending)
Chimera – 3
Cloaker – 10
Cockatrice – 15
Couatl– 6
Crocodile (Alligator) – 9
Darkmantle – 11
Devourer – 2
Dinosaur, Triceratops– 6
Dinosaur, Tyrannosaurus – 2
Dog (Coyote) – 17 or 13 (hungry)
Doppelganger – 11
Dragon, Black – 2
Dragon, Blue – 2
Dragon, Green – 2
Dragon, Red – 2
Dragon, White – 2
Dragon, Brass – 2
Dragon, Bronze – 2
Dragon, Copper – 2
Dragon, Gold – 2
Dragon, Silver – 2
Dragonne – 2
Drider – 7
Dryad – 14
Dwarf – 10 or 6 (lair)
Eagle, Giant – 9
Elemental, Air – N/A
Elemental, Earth – N/A
Elemental, Fire – N/A
Elemental, Water – N/A
Elephant – 7
Elf – 9 or 5 (lair)
Ettercap – 15
Ettin – 6
Fleshcrawler – 13
Frog, Giant – 15
Frost Worm – 2
Fungus, Violet – N/A
Gargoyle – 11
Gelatinous Cube – N/A
Genie, Djinni– 6
Genie, Efreeti– 2
Ghast – N/A
Ghost – N/A
Ghoul – N/A
Giant, Cloud – 3 or 2 (rearing)
Giant, Fire – 4 or 2 (rearing)
Giant, Frost – 5 or 3 (rearing)
Giant, Hill – 4 or 2 (rearing)
Giant, Stone – 10 or 8 (rearing)
Giant, Storm – 2
Gibbering Mouther – 10
Gnoll – 12 or 6 (lair)
Gnome – 13 or 7 (lair)
Goblin – 17 or 11 (lair)
Golem, Clay – N/A
Golem, Flesh – N/A
Golem, Iron – N/A
Golem, Stone – N/A
Gorgon – 6
Green Slime – N/A
Griffon – 11
Hag, Annis – 2
Hag, Green – 6
Hag, Night – 2
Halfling – 9 or 3 (lair)
Harpy – 13
Hellhound– 6 / 2
Herd Animal – N/A
Hippogriff – 18 or 14 (vs. griffons)
Hobgoblin – 13 or 7 (lair)
Homunculus – N/A
Horse, Heavy War – 10
Horse, Light War – 11
Horse, Riding – 16
Human – 11 or 5 (lair)
Hydra – 9 to 2
Imp – 12
Invisible Stalker – 8
Jackal – 12
Jaculus – 15
Kobold – 17 or 11 (lair)
Kraken (Leviathan) – 2
Lamia – 2
Lammasu – 6
Lich – N/A
Lion – 14
Lizard, Giant – 10
Lizardfolk – 14 or 8 (lair)
Locathah – 13
Lycanthrope, Werebear – 7
Lycanthrope, Wereboar – 5
Lycanthrope, Wererat – 10
Lycanthrope, Weretiger – 7
Lycanthrope, Werewolf – 5
Lynx, Giant – 18
Manticore – 6
Medusa – 8
Merman/Mermaid – 18
Mimic – N/A
Minotaur – 5
Mummy – N/A
Naga, Dark – 2
Naga, Ghost – 4
Naga, Guardian – N/A
Naga, Spirit – 2
Naga, Water – 13
Nightmare – 5
Nymph – 15
Ogre – 10
Ogre Mage – 6
Ooze, Black Pudding – N/A
Ooze, Gray – N/A
Ooze, Ochre Jelly – N/A
Orc – 13 or 8 (lair)
Otyugh – 11
Owlbear – N/A
Pegasus – 14 or 10 (mounted)
Phase Spider – 10
Pony – 16
Pony, War – 11
Prysmal Eye (Nonocculus) – 6
Pseudodragon – 10
Purple Worm – 3
Quasit – 10
Rakshasa – 2
Rat, Giant – 18
Raven – 18
Remorhaz – 3
Roc – 2
Roper – 6
Rust Monster – 12
Sahuagin – 9
Salamander – 11
Satyr – 13
Screecher – N/A
Shadow – N/A
Shadow Mastiff – 8
Shambling Mound – N/A
Shark – 14
Shark, Megalodon – 2
Skeleton – N/A
Snake, Giant Constrictor – 16
Snake, Venomous – 18
Spectre – N/A
Sphinx, Androsphinx – 6
Sphinx, Criosphinx – 2
Sphinx, Gynosphinx – 6
Sphinx, Hieracosphinx – 3
Spider, Small – 11
Spider, Medium – 9
Spider, Large – 7
Sprite, Grig – 8
Sprite, Nixie – 13
Sprite, Pixie – 15
Stirge – 10
Tavis (Worm) Wyrm – 14
Tick, Giant – 15
Tiger – 14
Titan – 2
Toad, Giant – 12
Treant – 11 or 7 (lair)
Troglodyte – 18 or 14 (lair)
Troll – 6
Troll, Hill – 5
Troll, River – 3
Unicorn – 10
Vampire – N/A
Wight – N/A
Will-O’-Wisp – 2
Wolf – 13
Wolf, Winter – 11
Wolf, Worg – 7
Wraith – N/A
Wyvern – 5
Xorn – 6
Yrthak – 2
Zombie – N/A

In order to determine the morale for other creatures, a simple formula based is followed. As with all things related to monsters,
morale is a function of Hit Dice. Creatures which are listed as having Mental saves as Primary have a base morale of 12, and
those which do not have Mental saves as Primary begin morale at a rating of 18. Each hit dice possessed by the creature
reduces this value by one. The limits of morale are 2 on the lowest side, and 19 on the highest. Note that some creatures, such
as undead, oozes, plants, elementals, and golems, are not rated for morale and so not need this value calculated.

The following are factors of morale, all of which are cumulative:
Per special ability rated as a Type I ability (-1)
Per special ability rated as a Type II ability (-2)
Per special ability rated as a Type III ability (-3)
Per unit of twenty like creatures (-1)
Creature is always encountered singularly (+2)
Creature is encountered with its mate or offspring (-2)
Creature is noted as being aggressive, territ orial, war-like, or fearless (-4)
Creature is noted as cowardly or prone to retreat from combat (+4)

User avatar
Sir Ironside
Lore Drake
Posts: 1595
Joined: Sat May 02, 2009 7:00 am

Re: Run away! Run away! Moral for monsters/creatures

Post by Sir Ironside »

serleran wrote:I submitted this for the CKG... seems it may not have made it. Maybe it did. I don't remember. Anyway, in case....
Well I'm awaiting my CKG, so I guess I'll find out if there is something in there about monster morale. If it isn't that is too bad as it seems something that should be in the CKG let a lone Monsters & Treasure.
"Paranoia is just another word for ignorance." - Hunter S. Thompson

alcyone
Greater Lore Drake
Posts: 2727
Joined: Mon Oct 15, 2007 7:00 am
Location: The Court of the Crimson King

Re: Run away! Run away! Morale for monsters/creatures

Post by alcyone »

The only morale rules in the CKG are for the mass combat rules and for adherents/hirelings/creatures in the party's employ. And yeah, too bad, but at least we have it here. I've always liked morale in D&D.
My C&C stuff: www.rpggrognard.com

User avatar
Relaxo
Greater Lore Drake
Posts: 3350
Joined: Wed Mar 19, 2008 7:00 am

Re: Run away! Run away! Morale for monsters/creatures

Post by Relaxo »

totally agree, Morale for critters makes sense unless they're mindless or something.

Winging it, i usually do some sort of save when the baddies lose 1/2 their rank, again when they're at about 25% of their staring number, or if something wipes out a ton of them at once (like a fireball).

But for not winging it, I'll have to read Serleran's notes above. just skimming it, I am really interested in seeing it. Maybe that cna find a home in Crusader?
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

User avatar
Sir Ironside
Lore Drake
Posts: 1595
Joined: Sat May 02, 2009 7:00 am

Re: Run away! Run away! Morale for monsters/creatures

Post by Sir Ironside »

Aergraith wrote:The only morale rules in the CKG are for the mass combat rules and for adherents/hirelings/creatures in the party's employ. And yeah, too bad, but at least we have it here. I've always liked morale in D&D.
How hard would it be to flip to the other side of the same coin and apply these rules for monster/creatures that are opposed to the group?
"Paranoia is just another word for ignorance." - Hunter S. Thompson

tylermo
Greater Lore Drake
Posts: 2579
Joined: Wed Apr 11, 2007 7:00 am

Re: Run away! Run away! Morale for monsters/creatures

Post by tylermo »

At a glance, it looks good. As long as it can be applied quickly while in the thick of combat.

User avatar
Lurker
Greater Lore Drake
Posts: 4102
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Re: Run away! Run away! Moral for monsters/creatures

Post by Lurker »

serleran wrote:I submitted this for the CKG... seems it may not have made it. Maybe it did. I don't remember. Anyway, in case....

...
Creature is noted as cowardly or prone to retreat from combat (+4)
Serl, wow good stuff. Thanks for posting it! I'll have to copy/paste it ASAP!

The only thing I'd add is a modifier for being a trained/elite unit. (I've seen a poorly trained and led Afghani unit collapse in a light fire fight, but then a unit better trained and well lead stay and fight for hours despite taking losses). However that could fall in with your "Creature is noted as being aggressive, territorial, war-like, or fearless (-4)"


As for the idea of monster moral, I have never like the idea of all monsters fighting to the death. I've even had units of monsters attack, fight for only a few rounds, the retreat. (Wash rinse repeat if needed). Even units of "warlike" monsters. At the very least it sets up ways for the monsters to get the party into a good ambush. - There is nothing like the looks on the parties' faces when the realize that the group of 5-10 goblins they have been fighting off and on for 2 hours is actually 25-30 goblins that have been leading them into a box canyon with archers on the hill tops. Also, there is nothing like the look on the monsters faces when the party has the 2 fighters and the Cleric shield the Magic user (as he fire balls the goblin leader & shaman) and the ranger as he picks off the goblin archers. This, instead of the fighters trying charge up hill like I figured they would ... After a few rounds of this, the party was bloodied, but the goblins' leadership was dead, most of the archers were down, and the goblin foot soldiers were facing the 2 angry fighters and the cleric ... It was time for the goblins to turn and run!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

doominicus
Ungern
Posts: 54
Joined: Tue Nov 01, 2011 12:44 pm
Location: Savona (Italy)

Re: Run away! Run away! Morale for monsters/creatures

Post by doominicus »

thanx Serleran. I love monsters morale in my games. I think perhaps your house rule is too heavy for me. I have slightly change it: I keep the usual siege engine check as stated in CKG then I have added the "when to test" and the modifiers to the CL of the CKG (not all) to the "when to test" of the Rules cyclopedia.
then I have taken the types of monster and I have added to each of them a bonus to the roll or not
That is:
Aberrations, constructs, elementals, Ooze, extraplanars, plants, vermin, undead don't check for morale.
Animals, beasts, humanoids, monstruos humanoids check with no bonus.
Dragon, giant and magicl beast checks with +1.
I think I'll use your useful list to add some little exceptions eg goblins check with -1.
what do u all think of it?

User avatar
Demiurge
Red Cap
Posts: 330
Joined: Sat Nov 27, 2010 8:00 am
Location: Clinton, ME

Re: Run away! Run away! Morale for monsters/creatures

Post by Demiurge »

Serl delivers the goods again!

I've always just winged it for morale, but I may adopt this.
Find me on the Google+

My GM badges
ImageImageImageImage
Get yours here

Post Reply